diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index cfed9ac8b..68989a28c 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -1,12 +1,19 @@ // dear imgui, v1.75 WIP // (main code and documentation) -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui -// Releases change-log at https://github.com/ocornut/imgui/releases -// Technical Support for Getting Started https://github.com/ocornut/imgui/wiki -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847 +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/2847 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -155,8 +162,9 @@ CODE GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. - Add the Dear ImGui source files to your projects or using your preferred build system. - It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). + It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. @@ -176,7 +184,7 @@ CODE // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. - // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) + // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -597,37 +605,17 @@ CODE - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. + Q: What is this library called? Q: Which version should I get? - Q: Why the names "Dear ImGui" vs "ImGui"? >> This library is called "Dear ImGui", please don't call it "ImGui" :) >> See https://www.dearimgui.org/faq - Q&A: Concerns - ============= - - Q: Who uses Dear ImGui? - Q: Can you create elaborate/serious tools with Dear ImGui? - Q: Can you reskin the look of Dear ImGui? - Q: Why using C++ (as opposed to C)? - >> See https://www.dearimgui.org/faq - Q&A: Integration ================ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? - A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). - Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. - This is because imgui needs to detect that you clicked in the void to unfocus its own windows. - Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). - It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. - Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also - perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). - Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically - have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs - were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) @@ -771,6 +759,15 @@ CODE Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? >> See https://www.dearimgui.org/faq and docs/FONTS.txt + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.org/faq + Q&A: Community ============== @@ -4199,7 +4196,7 @@ void ImGui::Render() g.FrameCountRendered = g.FrameCount; // Gather ImDrawList to render (for each active window) - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); if (!g.BackgroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); @@ -5864,7 +5861,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPosStack.resize(0); window->DC.CurrentColumns = NULL; window->DC.TreeDepth = 0; - window->DC.TreeMayJumpToParentOnPopMask = 0x00; + window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); @@ -8365,7 +8362,8 @@ static void ImGui::NavUpdate() IM_ASSERT(child_window->ChildId != 0); FocusWindow(parent_window); SetNavID(child_window->ChildId, 0); - g.NavIdIsAlive = false; + // Reassigning with same value, we're being explicit here. + g.NavIdIsAlive = false; // -V1048 if (g.NavDisableMouseHover) g.NavMousePosDirty = true; } @@ -8455,7 +8453,8 @@ static void ImGui::NavUpdate() { //IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; + // Reassigning with same value, we're being explicit here. + g.NavInitResultId = 0; // -V1048 g.NavDisableHighlight = false; } NavUpdateAnyRequestFlag(); diff --git a/3rdparty/dear-imgui/imgui.h b/3rdparty/dear-imgui/imgui.h index bf85460b1..ca7ece0ac 100644 --- a/3rdparty/dear-imgui/imgui.h +++ b/3rdparty/dear-imgui/imgui.h @@ -1,10 +1,20 @@ // dear imgui, v1.75 WIP // (headers) -// See imgui.cpp file for documentation. -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/2847 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues /* diff --git a/3rdparty/dear-imgui/imgui_demo.cpp b/3rdparty/dear-imgui/imgui_demo.cpp index 1f0a1b19b..5ccebef22 100644 --- a/3rdparty/dear-imgui/imgui_demo.cpp +++ b/3rdparty/dear-imgui/imgui_demo.cpp @@ -1,17 +1,24 @@ // dear imgui, v1.75 WIP // (demo code) +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. +// Get latest version at https://github.com/ocornut/imgui + // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: // Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders // will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of // your game/app! Removing this file from your project is hindering access to documentation for everyone in your team, // likely leading you to poorer usage of the library. // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). -// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked, +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be linked, // you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. // In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, -// -Your beloved friend, imgui_demo.cpp (that you won't delete) +// -Your beloved friend, imgui_demo.cpp (which you won't delete) // Message to beginner C/C++ programmers about the meaning of the 'static' keyword: // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is @@ -21,13 +28,13 @@ // reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data // you would be editing is likely going to be stored outside your functions. -// The Demo code is this file is designed to be easy to copy-and-paste in into your application! +// The Demo code in this file is designed to be easy to copy-and-paste in into your application! // Because of this: // - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace. // - We try to declare static variables in the local scope, as close as possible to the code using them. -// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h). -// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS, -// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless it has been exposed in the public API (imgui.h). +// - We never use maths operators on ImVec2/ImVec4. For other of our sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS. +// For your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. // Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp. /* @@ -97,7 +104,7 @@ Index of this file: #pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif -// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. +// Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) #ifdef _WIN32 #define IM_NEWLINE "\r\n" #else diff --git a/3rdparty/dear-imgui/imgui_internal.h b/3rdparty/dear-imgui/imgui_internal.h index a618b3dcc..4e5b35bc7 100644 --- a/3rdparty/dear-imgui/imgui_internal.h +++ b/3rdparty/dear-imgui/imgui_internal.h @@ -418,20 +418,22 @@ enum ImGuiButtonFlags_ { ImGuiButtonFlags_None = 0, ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item - ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) - ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) - ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions - ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable mouse interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated - ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on + ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 12, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveID = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold }; enum ImGuiSliderFlags_ @@ -918,7 +920,7 @@ struct ImGuiNextWindowData ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } // Also cleared by ItemAdd() }; enum ImGuiNextItemDataFlags_ @@ -1033,7 +1035,7 @@ struct ImGuiContext ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - // Navigation data (for gamepad/keyboard) + // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() @@ -1074,7 +1076,7 @@ struct ImGuiContext ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + // Legacy Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) ImGuiWindow* FocusRequestCurrWindow; // ImGuiWindow* FocusRequestNextWindow; // int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) @@ -1083,6 +1085,10 @@ struct ImGuiContext int FocusRequestNextCounterTab; // " bool FocusTabPressed; // + // Range-Select/Multi-Select + // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] + ImGuiID MultiSelectScopeId; + // Render ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; @@ -1131,10 +1137,6 @@ struct ImGuiContext int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined - // Range-Select/Multi-Select - // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] - ImGuiID MultiSelectScopeId; - // Platform support ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor ImVec2 PlatformImeLastPos; @@ -1245,6 +1247,8 @@ struct ImGuiContext FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; FocusTabPressed = false; + MultiSelectScopeId = 0; + DimBgRatio = 0.0f; BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging @@ -1274,8 +1278,6 @@ struct ImGuiContext ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; - MultiSelectScopeId = 0; - PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); SettingsLoaded = false; @@ -1308,6 +1310,7 @@ struct ImGuiContext // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { + // Layout ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. @@ -1316,27 +1319,38 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; - int TreeDepth; // Current tree depth. - ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + + // Last item status ImGuiID LastItemId; // ID for last item ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) ImRect LastItemRect; // Interaction rect for last item ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + + // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + + // Miscellaneous bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + int TreeDepth; // Current tree depth. + ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector ChildWindows; ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiColumns* CurrentColumns; // Current columns set ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) int FocusCounterTab; // (same, but only count widgets which you can Tab through) + // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window @@ -1347,29 +1361,31 @@ struct IMGUI_API ImGuiWindowTempData ImVectorGroupStack; short StackSizesBackup[6]; // Store size of various stacks for asserting - ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) - ImVec1 GroupOffset; - ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. - ImGuiColumns* CurrentColumns; // Current columns set - ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - TreeDepth = 0; - TreeMayJumpToParentOnPopMask = 0x00; + Indent = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = ImGuiNavLayer_Main; NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); NavHideHighlightOneFrame = false; NavHasScroll = false; + MenuBarAppending = false; MenuBarOffset = ImVec2(0.0f, 0.0f); + TreeDepth = 0; + TreeJumpToParentOnPopMask = 0x00; StateStorage = NULL; + CurrentColumns = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; FocusCounterAll = FocusCounterTab = -1; @@ -1377,11 +1393,6 @@ struct IMGUI_API ImGuiWindowTempData ItemWidth = 0.0f; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); - - Indent = ImVec1(0.0f); - GroupOffset = ImVec1(0.0f); - ColumnsOffset = ImVec1(0.0f); - CurrentColumns = NULL; } }; diff --git a/3rdparty/dear-imgui/imgui_widgets.cpp b/3rdparty/dear-imgui/imgui_widgets.cpp index edc87044a..c913eb5dc 100644 --- a/3rdparty/dear-imgui/imgui_widgets.cpp +++ b/3rdparty/dear-imgui/imgui_widgets.cpp @@ -462,7 +462,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } // Default behavior requires click+release on same spot - if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) flags |= ImGuiButtonFlags_PressedOnClickRelease; ImGuiWindow* backup_hovered_window = g.HoveredWindow; @@ -507,7 +507,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) && g.IO.MouseClicked[0]) { SetActiveID(id, window); if (!(flags & ImGuiButtonFlags_NoNavFocus)) @@ -577,7 +577,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + const bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + const bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) { bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps @@ -5035,12 +5037,15 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); if (Selectable(buf)) SetClipboardText(buf); - if (flags & ImGuiColorEditFlags_NoAlpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); - else - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); if (Selectable(buf)) SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } EndPopup(); } @@ -5279,7 +5284,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -5303,6 +5308,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l button_flags |= ImGuiButtonFlags_AllowItemOverlap; if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; @@ -5450,12 +5457,12 @@ void ImGui::TreePop() // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) + if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer); NavMoveRequestCancel(); } - window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; + window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); @@ -5588,12 +5595,12 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; - if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; - if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; - if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; - if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveID; } + if (flags & ImGuiSelectableFlags_PressedOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_PressedOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } if (flags & ImGuiSelectableFlags_Disabled) selected = false;